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Thread: Introducing GHOST SKIES Dynamic Campaigns

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    Smile Introducing GHOST SKIES Dynamic Campaigns

    I am happy to officially announce Ghost Skies, a new series of dynamic campaigns for Cliffs of Dover. Ghost Skies is centered around the core concept of a single "life" (per mission) for pilots or aircrew. This raises the level of intensity every time you go up like nothing else can, while also promoting tactics that prioritize survival. Our campaigns are capable of a healthy, evolving ground war in addition to the strategic struggle of resources and industry. Commanders coordinating the ground war have the freedom to use any number and combination of ground forces. Therefore, formations of tanks, vehicles, AAA, etc. are never predictable, and they can be found anywhere. Reconnaissance with the Mk.I eyeball and close communications are vital to spoiling the enemy's plans. Every mission can present an entirely different scenario.

    The Ghost Skies campaign system is based on the HRCodWar system, but has been significantly modified to produce a very unique experience. We owe a lot to the HRCodWar creators for the foundation they provided, and look forward to putting our customized version to the test. From an initial template, all the missions are dynamically generated and based on the previous mission's results. Everyone's actions make an impact. We will run a 2-hour mission twice a week. The current plan is for a Sunday and Wednesday schedule, with missions running from 9:30pm to 11:30pm ET. However, we are certainly open to changing days if it means that more people who want to participate can attend.

    The campaign features are too numerous and complex to explain in a single post, so I would encourage anyone interested to visit our website at GhostSkies.com to learn more. There is a wealth of information that explains our system HERE, HERE, and HERE. But I'll try to hit on some of the highlights you can expect in Ghost Skies:

    -Major consequences for dying or being captured (can't fly again, but can operate ground objects).
    -Minor consequences for bailing out or being injured (timeout dependent on how long you bleed).
    -Escape chance scales to how far behind enemy lines you are (but always retains a slim chance).
    -Pilots downed behind enemy lines can be rescued by nearby friendly ground forces.
    -Pilots who crash-land behind enemy lines can be rescued by another player conducting a rescue flight, which is highly rewarded.
    -Mission scoring is essentially currency, which is only good if it is traded in for the ability to produce more war materiel.
    -Refineries produce fuel (on columns).
    -Factories manufacture aircraft, tanks, artillery, AAA, as well as supply columns filled with ammunition, bombs, and repair kits.
    -Shipyards make cargo ships and escort vessels.
    -Power plants influence the production capacity of the other industrial sites.
    -Cargo ships transport ground forces and supply columns between ports, or conduct amphibious landings with numerous small craft.
    -Players can make supply flights to distribute resources in real time.
    -Airfields and industrial sites represent territory control points to be captured, or they can be bombed to deplete enemy resources and industrial output.

    The plan for a bit down the road is to run a 3-phase historically based campaign covering the Battle of France, Battle of Britain, and Operation Sea Lion (theoretical). But for the immediate future we have prepared a 20-mission non-historical campaign to get everyone up to speed and work out all the kinks.

    Our introductory "beta" campaign is meant as a learning experience for all of us as much as a competition. Since we haven't run anything in this system before, there are many settings and parameters that are just our best guess on what will work at the scale we are aiming to achieve. We will take what we learn and, if necessary, make adjustments for the subsequent campaigns. Ideally we won't have to change things in the middle of the beta campaign, but that depends on how it goes. For everyone else, it can also be a time to learn the system from a player's standpoint, or even that of a commander.

    Speaking of commanders, these campaigns can't run without them. And I don't mean one for each team. The workload would be too much. This system does not rely on automation or simple repetitive maintenance. It instead allows freedom of strategy and deployment, and relies heavily on manually managed logistics. This both requires and rewards people who want an in-depth, hands-on experience leading a team's war effort. Each team would ideally have 3 or 4 people on a command staff that constantly oversees the production and distribution of resources and materiel, strategic planning to accomplish the team's goals, and mission specific objectives to attack and defend the points of interest across the battle area. The start of the first campaign will depend entirely on having a few prepared commanders for each side. If this process interests you, please let me know.

    For the general player, you don't have to get neck deep into how everything works in order to have fun. Just be aware of the rules and procedures to keep yourself out of trouble, and we think you'll find Ghost Skies missions to be engaging and challenging.

    If you would like to register your squadron, or yourself (if you aren't in a squadron), please register on our forum and sign up to fly Ghost Skies.

    There is so much to cover, and this only scratches the surface of what Ghost Skies offers. In addition to browsing the information on the website, if anyone has any questions, please ask and I'll be happy to explain things as much as I can.
    Last edited by 3./JG51_Stecher; Feb-07-2017 at 21:52. Reason: Updating scheduled days

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Looks fantastic, guys. Well done!

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    About time!

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Sounds awesome.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by ATAG_Lolsav View Post
    About time!
    They say Rome wasn't built in a day. But I'm pretty sure it took less time than Ghost Skies did.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by ATAG_Lolsav View Post
    About time!
    +1

    Awesome work guys!


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by 3./JG51_Stecher View Post
    They say Rome wasn't built in a day. But I'm pretty sure it took less time than Ghost Skies did.
    Did it start as "Alive skies"?

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by ATAG_Colander View Post
    Did it start as "Alive skies"?
    Yep.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    +1
    intense campaign

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Great news! My Spit has been idle for a while in favor of the Ka-50 and AuroraLN, but with GS coming back online, will have to get back into the groove!
    Hope most of the old Orange Flight is around for the reboot?!

    ~S~
    wind

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Great stuffs here! I've reported it on our forums and then, after have discussed it between us a bit, we will here report again!
    Indeed a great and professional job! Well done 3./JG51!







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    Re: Introducing GHOST SKIES Dynamic Campaigns

    We'll be holding an informal mission on Sunday 9:30pm ET. By informal, I mean we will have the penalty times off. The kicks will be left in place as a learning tool. But you can come back after cycling to Steam. Fly around, have fun, get to know the airfields and map layout, etc. I'll be there to answer any questions.

    After you have had your account cleared on the GS forum, please make a quick post in the Registering for the campaign thread there. That way I can make sure the server will let you in.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Great news!


    I've tried to join when you've been testing I think. Looking forward to getting in and not getting booted!


    A few of us at ACG are already chatting to get up and fight.

    Thanks for adding to the fun pool. I like the idea a great deal. These campaigns people have done have produced the best dogfight I've had the chance to take part in.
    Last edited by 7./JG26_SMOKEJUMPER; Jun-02-2016 at 12:07.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Ruff just registered you guys as ACG/JG26, so it will let you in now.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    We have discussed it within the unit and we think that this is a very good project, a brilliant concept and a very promising campaign.
    There is just one big problem for us to be able to participate...the campaign mission times...
    In fact quoting from your first post:

    Mission nights are Sunday and Tuesday, from 9:30pm to 11:30pm ET
    ET time is 7 seven hours behind CEST time this means that the campaign missions will be on Monday and Wednesday between 4:30 am and 6:30 am CEST for European timezone players and so as consequence almost impossible to join so early in the morning...
    Is there the chance that you can set a campaign missions time that suits also players of the European timezone area? ( Let's say Sunday\Tuesday between 21:30 and 23:30 CEST )

    Thanks in advance!





    Maj Robert Mölders,
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    Last edited by SKG 210_Mölders; Jun-03-2016 at 08:42.
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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Best campaign setup there is. Intense action. All you campaign builders look here - this is how it's done.

    I like that it's also a convenient time for us North American players

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Very impressive!!!
    I made a translation to our community, but the start time, unfortunately not suitable for our European area

    Xeon X5650 2.67GHz x2 64GB GTX 680 4Gb Acer GN246HL 1920x1080 Win 7 64 / Win 10

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Can't say enough about how fun these dynamic campaigns are!! WE START TONITE!! Sunday June 5 @ 9:30pm ET

    AND maybe if enough interest is generated by the UTC time zone flyers, we can influence the administrators to beta something on a Sat. or Sunday where it is easier for other time-zones to join up

    Do take the time to read the 'Player Procedures' tab at http://ghostskies.com/en/rules. This will give you the background you need to start following how the campaign operates!

    Hope to see many of you there - Remember to register at the forums to ensure the admin team can have you set up to join!!

    cya in the skies!

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    I completely enjoyed flying Ghost Skies last night, huge thank you to the 3./JG51 guys for hosting, and above all taking the time for explaining the campaign and answering our questions about it. I strongly encourage players to check this out! As with the likes of SoW, War Machine, and other great campaigns and events - this is another great way to see aspects of this sim that have not been seen by the vast majority of us. Very detailed, very fun. I was fortunate enough to keep my virtual pilot alive, though suffered a bullet hole in my right lung, forcing me to hit the silk. Luckily some ground troops were near-by and rescued me. The worst part is that the AAR said I was cared for in the hospital by a handsome male nurse! Nooooooooo.....



    Try out this campaign! Put your virtual pilots life on the line, and see if you have what it takes to survive. Stay away from that hospital though...I'm never going back there!




    PS - check out the campaign events of mission 1 -

    http://ghostskies.com/

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by ATAG_Freya View Post
    Stay away from that hospital though...I'm never going back there!
    Actually, i did notice you had a new way of walking

    I had all the intentions to go there, but got so late i couldnt wait more, with work early this morning. Like in old "ghostskies" i hope they can make it a bit more early, so we can get more europeans in.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    I'll have to come try it out after my exams are done. Sounds fun!

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    I'm glad you enjoyed the mission Freya, and the debrief. We made a few tweaks to some, but most of the humorous lines in there are HR's original content. It was good to finally get the ball rolling. We were able to knock out one of the power plants, do some damage at Wilmington Airfield, and busted some tanks near the front. Had a couple good dogfights with you guys along the way too. Looking forward to knocking heads again tonight!

    II./JG1_Schulte gave a good rundown of the campaign map and info tabs to the guys on TS before we flew. He's been neck deep in this with me, and built most of the map layout for the beta campaign, so if you see him around he can help answer questions.

    On the scheduling topic, there are a number of issues with anything we try.

    Option 1: The old (from IL-2 '46) GS schedule, two missions in the evening for NA players.
    Problem(s): Not realistic for Europeans (with typical schedules and sleep cycles ) to make the missions.

    Option 2: Make one of the missions a trans-Atlantic time. Which means it would have to be on a weekend, probably midday launch time for western NA so that it ends around midnight in central Europe.
    Problem(s): Where we've seen this tried before, Sunday midday is usually much busier for people making NA attendance quite difficult. Saturday is the better day, but I really do not want to start competing directly with other organized events, and War Machine has the prime Saturday slot already. It just hurts both of us to overlap times.

    Option 3: Run distinct NA and European evening mission times, within the same campaign scenario.
    Problem(s): This may make for the best attendance, but it also introduces complications. Logistics aren't automated, they are very manually intensive, so we can't run back to back missions. Instead of cutting out a NA mission, maybe add one European mission on Thursday or Friday. This puts the launch time in the late morning or midday for me, and so we would need someone else from Europe to have remote access to launch the mission. I don't own the server we use, so that part is not up to me and we should not just assume it. For the sake of argument though, that would give each group a fair chance to plan their mission based on the previous one. We have to be careful with splitting up the teams like this though, especially since all resources are shared. This is something we specifically changed in order to give teams more flexibility to maximize the usage of what they have depending on the mission. However, I don't want to see fights about how "those guys lost all our planes/ammo/fuel/etc in their mission, now we're left with crap in ours". It's enough of a concern with teams who are always on and participating directly with each other every mission. If we split and fly different times, I just worry about that. I'm not just being paranoid, I've seen it happen in the past.

    Option 4: Run completely independent campaigns. I don't mean just the mission times, I mean the entire setup (website, server, map, campaign files), hosting, managing, etc. I would be happy to pass along our flavor of the HR system and if someone wants to do a campaign for the European time zones, maybe we would all benefit with more missions at better times and closer team relations.
    Problem(s): The obvious workload in the setup and management is not insignificant. It would also require even more people getting involved in total to support both teams and to form a capable command staff for each. Of course, it would likely allow for the largest possible amount of people to play in the system, so maybe that solves itself at least in part.

    I'm open to ideas if anyone has other options that they think are better.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Good to see more people on, especially a few more Red last night. If you want to check out the debrief and events you can sign in using either 'allied_pass' or 'axis_pass' in the Campaign Status link under Campaign. Those passwords will be changed of course when we are settled and ready to go.
    Last edited by 3./JG51_Stecher; Jun-09-2016 at 17:46.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Speaking for myself, right in the GMT time, meaning halfway between USA and Russia, this option seems to be the most logical:

    Option 2: Make one of the missions a trans-Atlantic time. Which means it would have to be on a weekend, probably midday launch time for western NA so that it ends around midnight in central Europe.

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    Re: Introducing GHOST SKIES Dynamic Campaigns

    Quote Originally Posted by 3./JG51_Stecher View Post
    I'm glad you enjoyed the mission Freya, and the debrief. We made a few tweaks to some, but most of the humorous lines in there are HR's original content. It was good to finally get the ball rolling. We were able to knock out one of the power plants, do some damage at Wilmington Airfield, and busted some tanks near the front. Had a couple good dogfights with you guys along the way too. Looking forward to knocking heads again tonight!

    II./JG1_Schulte gave a good rundown of the campaign map and info tabs to the guys on TS before we flew. He's been neck deep in this with me, and built most of the map layout for the beta campaign, so if you see him around he can help answer questions.

    On the scheduling topic, there are a number of issues with anything we try.

    Option 1: The old (from IL-2 '46) GS schedule, two missions in the evening for NA players.
    Problem(s): Not realistic for Europeans (with typical schedules and sleep cycles ) to make the missions.

    Option 2: Make one of the missions a trans-Atlantic time. Which means it would have to be on a weekend, probably midday launch time for western NA so that it ends around midnight in central Europe.
    Problem(s): Where we've seen this tried before, Sunday midday is usually much busier for people making NA attendance quite difficult. Saturday is the better day, but I really do not want to start competing directly with other organized events, and War Machine has the prime Saturday slot already. It just hurts both of us to overlap times.

    Option 3: Run distinct NA and European evening mission times, within the same campaign scenario.
    Problem(s): This may make for the best attendance, but it also introduces complications. Logistics aren't automated, they are very manually intensive, so we can't run back to back missions. Instead of cutting out a NA mission, maybe add one European mission on Thursday or Friday. This puts the launch time in the late morning or midday for me, and so we would need someone else from Europe to have remote access to launch the mission. I don't own the server we use, so that part is not up to me and we should not just assume it. For the sake of argument though, that would give each group a fair chance to plan their mission based on the previous one. We have to be careful with splitting up the teams like this though, especially since all resources are shared. This is something we specifically changed in order to give teams more flexibility to maximize the usage of what they have depending on the mission. However, I don't want to see fights about how "those guys lost all our planes/ammo/fuel/etc in their mission, now we're left with crap in ours". It's enough of a concern with teams who are always on and participating directly with each other every mission. If we split and fly different times, I just worry about that. I'm not just being paranoid, I've seen it happen in the past.

    Option 4: Run completely independent campaigns. I don't mean just the mission times, I mean the entire setup (website, server, map, campaign files), hosting, managing, etc. I would be happy to pass along our flavor of the HR system and if someone wants to do a campaign for the European time zones, maybe we would all benefit with more missions at better times and closer team relations.
    Problem(s): The obvious workload in the setup and management is not insignificant. It would also require even more people getting involved in total to support both teams and to form a capable command staff for each. Of course, it would likely allow for the largest possible amount of people to play in the system, so maybe that solves itself at least in part.

    I'm open to ideas if anyone has other options that they think are better.
    Salute and Howdy Stecher!

    I'm having a blast with this format! Been a big fan of Ghostskies since the Old IL2 days. Can't wait until the word spreads and we get more (especially Allied) players in to really max out the enjoyment! (Still feel guilty for wasting 2 planes on Tuesday!! And that's not counting the one I lost when the server burped!! Oh, Damn, that's 3 I wasted!! Oh the shame!!).

    Quote Originally Posted by 3./JG51_Stecher
    Option 4: Run completely independent campaigns. I don't mean just the mission times, I mean the entire setup (website, server, map, campaign files), hosting, managing, etc. I would be happy to pass along our flavor of the HR system and if someone wants to do a campaign for the European time zones, maybe we would all benefit with more missions at better times and closer team relations.
    Problem(s): The obvious workload in the setup and management is not insignificant. It would also require even more people getting involved in total to support both teams and to form a capable command staff for each. Of course, it would likely allow for the largest possible amount of people to play in the system, so maybe that solves itself at least in part.

    Because of the supply issues, whether plane, fuel, ammo, it's allocation, it's movement or how it's utilized. I think you have to go with option 4 unless you divide the theater between the 2 hemispheres. If you can divide the theather, equally, between the 2 you can do a dual time zone flight without closing the server. What you would need is a moderator that would close the "campaign" after a certain time period for the European fliers, the server could continue to run, until a later time, when the North American contingent would fly. Once that was concluded the server could close and the campaign could be up dated.

    I, like you, could see a conflict arise with supply and demand, of resources, if any other method was utilized.

    Gaidin

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    Talking Re: Introducing GHOST SKIES Dynamic Campaigns

    Waiting with impatience !

  33. #27
    Combat pilot Perfesser's Avatar
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    Re: Introducing GHOST SKIES Dynamic Campaigns

    This isn't the usual cross-channel scenario. Orientation missions are run Sundays and Tuesdays.
    Get acquainted with the peculiarities while there's no downside to mistakes.
    Red pilots needed, Blenheim pilots especially.

  34. #28
    Student Pilot
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    Re: Introducing GHOST SKIES Dynamic Campaigns

    hi

    is this campaign still going? id like to fly red. how do i join? ive just registered on the ghost skies forum but my account is awaiting activation. do i then register for the campaign. i have no squadron:-(

  35. #29
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    Re: Introducing GHOST SKIES Dynamic Campaigns

    ~S~ Leeder

    We just finished a 20 mission "open house" no "death kick" final test campaign.
    The next campaign will be full switch. And this will be happening very soon.
    Were putting together the announcements, and other stuff, to get ready to go.

    Your registration will go through soon (the holiday) promise.

    Its coming really soon!




    II./JG1_Heinz "Moxy" Schulte Gruppen Adjutant
    (GS tec advisor)

  36. #30
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    Re: Introducing GHOST SKIES Dynamic Campaigns

    I don't suppose someone could be talked into doing this for BOS/BOM/BOK? It's the one major thing missing from the online play experience there.

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